Amos Azaria

dblp:18/9923 · DBLP profile ↗
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68ranked-venue papers
22as first author
29since 2021 · last 2025
0000-0002-5057-1309ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 57 · 16 first-author · 28 since 2021Graphics, computer vision, multimedia, augmented reality and games · 23 · 9 first-author · 7 since 2021Applied, interdisciplinary, general and emerging computing · 9 · 2 first-author · 8 since 2021Databases, data management, data science and information retrieval · 6 · 4 first-authorHuman-computer interaction and ubiquitous computing · 5 · 1 first-author · 1 since 2021Systems, architecture and hardware · 2 · 1 since 2021
YearPublicationVenuePosition
2025 Optimizing Product Order Presentation
abstract
In recent years, e-Commerce sales have risen and reached all-time highs. There is great significance in the order in which products are shown on e-Commerce websites. In this paper, we study a model in which a user is shown products sequentially and can either buy a product or proceed to the next one. We present an algorithm for ordering the products in such a way as to maximize the expected profit for the seller. We present the results of experiments conducted through the Mechanical Turk, which compares the order produced by our algorithm with other orders. The experiments show that our algorithm is significantly better than a naive ordering by price, and then a random order.
Keren Nivasch, Avigail Stekel, Amos Azaria
ICTAI3
2025 Fs-Cx: Generating Personalized Contrastive Explanations for Recommender Systems
abstract
Recommender systems are widely used and are present in various applications, including movie recommendations, product sales, and content providers. However, current recommender systems are usually black-box and lack the ability to explain their decisions or allow users to question them. In this paper, we develop an automatic method that, given a contrastive query from the user, generates contrastive explanations based on items' features and users' preferences (provided as ratings). That is, once receiving a recommendation, the users have the option to ask the system why it did not recommend a specific different item. Our method enables a recommender system to reply with a meaningful and convincing personalized explanation. For example, the recommender system may recommend the user to buy a Samsung S22 phone. The user may ask the system why it did not recommend the Xiaomi 12. Based on the user's preferences, all other users' preferences, and the specific phones in question, our method might infer that a good camera is particularly important to the user, and thus, say that the Samsung S22 includes a better camera than the Xiaomi 12. We compose a new dataset based on user ratings of the most popular cell phones in the US in 2022. Based on this dataset, we run an experiment with 100 human participants who are recommended an item and shown contrastive explanations generated by our method, as well as two additional baseline methods. We show that humans are more convinced that the recommended item is better than the contrastive item when using our contrastive explanations.
Meir Nizri, Amos Azaria, Noam Hazon
ICTAI2
2025 A Novel Translation-Driven Approach to Enhance LLM Performance on Low-Resource Languages
abstract
Large Language Models (LLMs) excel in highresource languages but struggle with low-resource languages due to limited training data and insufficient representation during pre-training. This disparity creates significant barriers for deploying advanced NLP technologies across diverse linguistic communities. This paper presents TALL (Trainable Architecture for Enhancing LLM Performance in Low-Resource Languages), a novel framework that strategically integrates an LLM with two bilingual translation models to bridge the performance gap between high and low-resource languages. TALL transforms lowresource inputs into high-resource representations through a multi-stage pipeline, leveraging the LLM's robust capabilities while preserving essential linguistic features through carefully designed dimension alignment layers and custom transformer components. The architecture addresses the challenge of integrating models with different hidden dimensions and representation spaces, enabling seamless knowledge transfer across languages. Our comprehensive experiments on Hebrew demonstrate significant improvements over several competitive baselines, including direct LLM use, naive translation approaches, finetuning strategies, and soft prompting techniques. Notably, TALL achieves up to$\mathbf{5. 5 9 \%}$accuracy compared to$\mathbf{2. 9 3 \%}$for the next best approach, representing a substantial performance gain. The architecture employs a parameter-efficient strategy, freezing large pre-trained components while training only lightweight adapter modules, effectively balancing computational efficiency with performance gains. This approach makes TALL particularly suitable for resource-constrained environments while maintaining strong cross-lingual transfer capabilities.11Code is available in https://github.com/MosheOfer1/TALL
Moshe Ofer, Orel Zamler, Amos Azaria
ICTAI3
2025 Humans Predict the Nash Equilibrium as an Outcome of a Multi-Agent Public Goods Game
abstract
Nash equilibrium is a well-established concept for predicting the outcome of a strategic game when the players are fully rational agents. While it is widely accepted that humans do not always behave as fully rational agents, our understanding of humans' prediction of the outcome of strategic games remains limited. This study attempts to bridge this gap by examining human subjects' prediction of the outcome of Public Goods in Networks (PGN) games. In this study, we explore participants' ability to predict PGN games' outcomes without prior knowledge of game theory or graph theory concepts. Therefore, we conduct a survey involving 96 participants, in which we request their predictions for PGN games' outcomes. Surprisingly, our findings indicate that participants, even in the absence of explicit knowledge regarding stability or equilibrium, tend to predict outcomes that align with a Nash equilibrium. This suggests that, in certain scenarios, the Nash equilibrium is in correspondence with human intuition and reasoning in strategic games. Finally, we examined two LLMs as “participants”, to test how often they propose outcomes that align with a Nash equilibrium. To much of our surprise, unlike humans, these models very rarely offered such predictions.
Yael Sabato, Noam Hazon, Amos Azaria
ICTAI3
2024 Ruffle &Riley: Insights from Designing and Evaluating a Large Language Model-Based Conversational Tutoring System
abstract
Abstract Conversational tutoring systems (CTSs) offer learning experiences through interactions based on natural language. They are recognized for promoting cognitive engagement and improving learning outcomes, especially in reasoning tasks. Nonetheless, the cost associated with authoring CTS content is a major obstacle to widespread adoption and to research on effective instructional design. In this paper, we discuss and evaluate a novel type of CTS that leverages recent advances in large language models (LLMs) in two ways: First, the system enables AI-assisted content authoring by inducing an easily editable tutoring script automatically from a lesson text. Second, the system automates the script orchestration in a learning-by-teaching format via two LLM-based agents (Ruffle&Riley) acting as a student and a professor. The system allows for free-form conversations that follow the ITS-typical inner and outer loop structure. We evaluate Ruffle&Riley’s ability to support biology lessons in two between-subject online user studies ( $$N = 200$$ N = 200 ) comparing the system to simpler QA chatbots and reading activity. Analyzing system usage patterns, pre/post-test scores and user experience surveys, we find that Ruffle&Riley users report high levels of engagement, understanding and perceive the offered support as helpful. Even though Ruffle&Riley users require more time to complete the activity, we did not find significant differences in short-term learning gains over the reading activity. Our system architecture and user study provide various insights for designers of future CTSs. We further open-source our system to support ongoing research on effective instructional design of LLM-based learning technologies.
Robin Schmucker, Meng Xia 0002, Amos Azaria, Tom M. Mitchell
AIED (1)3
2024 Autonomous Agents for Interrogation
abstract
In this paper, we introduce an autonomous agent designed for interrogation. Our methodology includes the development of a text-based game, enabling participants to choose their individual roles. We prompt a Large Language Model to serve as a player in the game, playing with a human participant. The game transcripts serve as a unique dataset, assigning each player's selected role as the ground truth label. We leverage the hidden states of a Large Language Model for participant role detection based on interrogation transcripts. Our approach outperforms other methods in text-based deception detection. Our results underscore the potential viability of autonomous agents in interrogation and deception detection.
Merav Chkroun, Amos Azaria
ICTAI2
2024 Ruffle&Riley: From Lesson Text to Conversational Tutoring
abstract
Conversational tutoring systems (CTSs) offer learning experiences driven by natural language interactions. They are recognized for promoting cognitive engagement and improving learning outcomes, especially in reasoning tasks. Ruffle&Riley is a novel type of CTS that explores the potential of LLMs for efficient AI-assisted content authoring and for facilitating structured free-form conversational tutoring. This interactive event enables participants to engage with the LLM-based CTS introduced in our recent AIED2024 paper in two ways: (1) Attendees will interact with the web application using their personal devices. (2) Attendees will learn how to import learning materials into the system and generate custom tutoring scripts through a detailed tutorial. Ruffle&Riley is an extendable, open-source framework that promotes research on effective instructional design of LLM-based learning technologies. The interactive event will foster related discussions.
Robin Schmucker, Meng Xia 0002, Amos Azaria, Tom M. Mitchell
L@S3
2024 Machine learning approach to predicting the hysteresis of water retention curves of porous media
Arcady Beriozkin, Or Haim Anidjar, Amos Azaria, Noam Hazon
Expert Syst. Appl.3
2023 ChatGPT: More Human-Like Than Computer-Like, but Not Necessarily in a Good Way
Amos Azaria
CogSci1
2023 Contrastive Explanations for Recommendation Systems
Meir Nizri, Amos Azaria, Noam Hazon
CogSci2
2023 Evidence From Computational Linguistics for the Concept of Biconsonantal Etymons in Hebrew
Avigail Stekel, Moshe Stekel, Amos Azaria
CogSci3
2023 ChatGPT: More Human-Like Than Computer-Like, but Not Necessarily in a Good Way
abstract
Large language models have been shown to be useful in multiple domains including conversational agents, education, and explainable AI. ChatGPT is a large language model developed by OpenAI as a conversational agent. ChatGPT was trained on data generated by humans and by receiving human feedback. This training process results in a bias toward humans’ traits and preferences. In this paper, we stress multiple biases of ChatGPT, and show that its responses demonstrate many human traits. We begin by showing a very high correlation between the frequency of digits generated by ChatGPT and humans’ favorite numbers, with the most frequent digit generated by ChatGPT, matching humans’ most favorable number, 7. We continue by showing that ChatGPT’s responses in several social experiments are much closer to those of humans’ than to those of fully rational agents. Finally, we show that several cognitive biases, known in humans, are also present in ChatGPT’s responses.
Amos Azaria
ICTAI1
2023 Read and Reap the Rewards: Learning to Play Atari with the Help of Instruction Manuals
abstract
High sample complexity has long been a challenge for RL. On the other hand, humans learn to perform tasks not only from interaction or demonstrations, but also by reading unstructured text documents, e.g., instruction manuals. Instruction manuals and wiki pages are among the most abundant data that could inform agents of valuable features and policies or task-specific environmental dynamics and reward structures. Therefore, we hypothesize that the ability to utilize human-written instruction manuals to assist learning policies for specific tasks should lead to a more efficient and better-performing agent. We propose the Read and Reward framework. Read and Reward speeds up RL algorithms on Atari games by reading manuals released by the Atari game developers. Our framework consists of a QA Extraction module that extracts and summarizes relevant information from the manual and a Reasoning module that evaluates object-agent interactions based on information from the manual. An auxiliary reward is then provided to a standard A2C RL agent, when interaction is detected. Experimentally, various RL algorithms obtain significant improvement in performance and training speed when assisted by our design. Code at github.com/Holmeswww/RnR
Yue Wu 0001, Yewen Fan, Paul Pu Liang, Amos Azaria, Yuanzhi Li, Tom M. Mitchell
NeurIPS4
2023 SPRING: Studying Papers and Reasoning to play Games
abstract
Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read Crafter's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of Crafter as a test bed for LLMs. Code at github.com/holmeswww/SPRING
Yue Wu 0001, So Yeon Min, Shrimai Prabhumoye, Yonatan Bisk, Ruslan Salakhutdinov, Amos Azaria, Tom M. Mitchell, Yuanzhi Li
NeurIPS6
2022 Social Aware Assignment of Passengers in Ridesharing (Student Abstract)
abstract
We analyze the assignment of passengers in a shared ride, which considers the social relationship among the passengers. Namely, there is a fixed number of passengers in each vehicle, and the goal is to recommend an assignment of the passengers such that the number of friendship relations is maximized. We show that the problem is computationally hard, and we provide an approximation algorithm.
Chaya Levinger, Noam Hazon, Amos Azaria
AAAI3
2022 Explainable Shapley-Based Allocation (Student Abstract)
abstract
The Shapley value is one of the most important normative division scheme in cooperative game theory, satisfying basic axioms. However, some allocation according to the Shapley value may seem unfair to humans. In this paper, we develop an automatic method that generates intuitive explanations for a Shapley-based payoff allocation, which utilizes the basic axioms. Given a coalitional game, our method decomposes it to sub-games, for which it is easy to generate verbal explanations, and shows that the given game is composed of the sub-games. Since the payoff allocation for each sub-game is perceived as fair, the Shapley-based payoff allocation for the given game should seem fair as well. We run an experiment with 210 human participants and show that when applying our method, humans perceive Shapley-based payoff allocation as significantly more fair than when using a general standard explanation.
Meir Nizri, Noam Hazon, Amos Azaria
AAAI3
2022 Criticality-Based Advice in Reinforcement Learning (Student Abstract)
abstract
One of the ways to make reinforcement learning (RL) more efficient is by utilizing human advice. Because human advice is expensive, the central question in advice-based reinforcement learning is, how to decide in which states the agent should ask for advice. To approach this challenge, various advice strategies have been proposed. Although all of these strategies distribute advice more efficiently than naive strategies, they rely solely on the agent's estimate of the action-value function, and therefore, are rather inefficient when this estimate is not accurate, in particular, in the early stages of the learning process. To address this weakness, we present an approach to advice-based RL, in which the human’s role is not limited to giving advice in chosen states, but also includes hinting a-priori, before the learning procedure, in which sub-domains of the state space the agent might require more advice. For this purpose we use the concept of critical: states in which choosing the proper action is more important than in other states.
Yitzhak Spielberg, Amos Azaria
AAAI2
2022 Improving the Perception of Fairness in Shapley-Based Allocations
Meir Nizri, Amos Azaria, Noam Hazon
CogSci2
2022 Reinforcement Learning Agents for Interacting with Humans
Ido Shapira, Amos Azaria
CogSci2
2022 Criticality-Based Advice in Reinforcement Learning
Yitzhak Spielberg, Amos Azaria
CogSci2
2022 Using Physiological Metrics to Improve Reinforcement Learning for Autonomous Vehicles
abstract
Thanks to recent technological advances Autonomous Vehicles (AVs) are becoming available at some locations. Safety impacts of these devices have, however, been difficult to assess. In this paper we utilize physiological metrics to improve the performance of a reinforcement learning agent attempting to drive an autonomous vehicle in simulation. We measure the performance of our reinforcement learner in several aspects, including the amount of stress imposed on potential passengers, the number of training episodes required, and a score measuring the vehicle's speed as well as the distance successfully traveled by the vehicle, without traveling off-track or hitting a different vehicle. To that end, we compose a human model, which is based on a dataset of physiological metrics of passengers in an autonomous vehicle. We embed this model in a reinforcement learning agent by providing negative reward to the agent for actions that cause the human model an increase in heart rate. We show that such a “passenger-aware” reinforcement learner agent does not only reduce the stress imposed on hypothetical passengers, but, quite surprisingly, also drives safer and its learning process is more effective than an agent that does not obtain rewards from a human model.
Michael Fleicher, Oren Musicant, Amos Azaria
ICTAI3
2022 Irrational, but Adaptive and Goal Oriented: Humans Interacting with Autonomous Agents
abstract
Autonomous agents that interact with humans are becoming more and more prominent. Currently, such agents usually take one of the following approaches for considering human behavior. Some methods assume either a fully cooperative or a zero-sum setting; these assumptions entail that the human's goals are either identical to that of the agent, or their opposite. In both cases, the agent is not required to explicitly model the human’s goals and account for humans' adaptation nature. Other methods first compose a model of human behavior based on observing human actions, and then optimize the agent’s actions based on this model. Such methods do not account for how the human will react to the agent's actions and thus, suffer an overestimation bias. Finally, other methods, such as model free reinforcement learning, merely learn which actions the agent should take at which states. While such methods can, theoretically, account for human adaptation nature, since they require extensive interaction with humans, they usually run in simulation. By not considering the human’s goals, autonomous agents act selfishly, lack generalization, require vast amounts of data, and cannot account for human’s strategic behavior. Therefore, we call for pursuing solution concepts for autonomous agents interacting with humans that consider the human’s goals and adaptive nature.
Amos Azaria
IJCAI1
2021 Conversational Neuro-Symbolic Commonsense Reasoning
abstract
In order for conversational AI systems to hold more natural and broad-ranging conversations, they will require much more commonsense, including the ability to identify unstated presumptions of their conversational partners. For example, in the command "If it snows at night then wake me up early because I don't want to be late for work" the speaker relies on commonsense reasoning of the listener to infer the implicit presumption that they wish to be woken only if it snows enough to cause traffic slowdowns. We consider here the problem of understanding such imprecisely stated natural language commands given in the form of if-(state), then-(action), because-(goal) statements. More precisely, we consider the problem of identifying the unstated presumptions of the speaker that allow the requested action to achieve the desired goal from the given state (perhaps elaborated by making the implicit presumptions explicit). We release a benchmark data set for this task, collected from humans and annotated with commonsense presumptions. We present a neuro-symbolic theorem prover that extracts multi-hop reasoning chains, and apply it to this problem. Furthermore, to accommodate the reality that current AI commonsense systems lack full coverage, we also present an interactive conversational framework built on our neuro-symbolic system, that conversationally evokes commonsense knowledge from humans to complete its reasoning chains.
Forough Arabshahi, Jennifer Lee, Mikayla Gawarecki, Kathryn Mazaitis, Amos Azaria, Tom M. Mitchell
AAAI5
2021 Deep Reinforcement Learning for a Dictionary Based Compression Schema (Student Abstract)
abstract
An increasingly important process of the internet age and the massive data era is file compression. One popular compression scheme, Lempel–Ziv–Welch (LZW), maintains a dictionary of previously seen strings. The dictionary is updated throughout the parsing process by adding new encountered substrings. Klein, Opalinsky and Shapira (2019) recently studied the option of selectively updating the LZW dictionary. They show that even inserting only a random subset of the strings into the dictionary does not adversely affect the compression ratio. Inspired by their approach, we propose a reinforcement learning based agent, RLZW, that decides when to add a string to the dictionary. The agent is first trained on a large set of data, and then tested on files it has not seen previously (i.e., the test set). We show that on some types of input data, RLZW outperforms the compression ratio of a standard LZW.
Keren Nivasch, Dana Shapira, Amos Azaria
AAAI3
2021 Explaining Ridesharing: Selection of Explanations for Increasing User Satisfaction
David Zar, Noam Hazon, Amos Azaria
EUMAS3
2021 A Deep Genetic Method for Keyboard Layout Optimization
abstract
The QWERTY keyboard layout that is commonly used today was designed, over 100 years ago, for typewriters rather than for modern keyboards. Over the decades, many people have tried manually to come up with better layout designs. Recently, researchers have also attempted to automatically find a better keyboard layout by using advanced algorithms. In this paper we propose the use of deep learning with a genetic algorithm for finding improved keyboard layouts. We also show that using an appropriate crossover routine, instead of the crossover routine previously used in the literature, significantly improves the performance of the genetic algorithm. Our method, which we call MKLOGA, produces a keyboard layout that outperforms previous layouts, including those found by other algorithms, according to the realistic typing effort model of carpalx. We provide an installation of our keyboard layout. MKLOGA might also be useful for developing good layouts for languages other than English, and possibly for other domains in which objects must be placed in predefined locations.
Keren Nivasch, Amos Azaria
ICTAI2
2021 Autonomous Agents for The Single Track Road Problem
abstract
We present the single track road problem. In this problem two agents face each-other at opposite positions of a road that can only have one agent pass at a time. We focus on the scenario in which one agent is human, while the other is an autonomous agent. We run experiments with human subjects in a simple grid domain, which simulates the single track road problem. We show that when data is limited, building an accurate human model is very challenging, and that a reinforcement learning agent, which is based on this data, does not perform well in practice.
Ido Shapira, Amos Azaria
ICTAI2
2021 Revelation of Task Difficulty in Al-aided Education
abstract
When a student is asked to perform a given task, her subjective estimate of the difficulty of that task has a strong influence on her performance. There exists a rich literature on the impact of perceived task difficulty on performance and motivation. Yet, there is another topic that is closely related to the subject of the influence of perceived task difficulty that did not receive any attention in previous research - the influence of revealing the true difficulty of a task to the student. This paper investigates the impact of revealing the task difficulty on the student’s performance, motivation, self-efficacy and subjective task value via an experiment in which workers are asked to solve matchstick riddles. Furthermore, we discuss how the experiment results might be relevant for Al-aided education. Specifically, we elaborate on the question of how a student’s learning experience might be improved by supporting her with two types of AI systems: an AI system that predicts task difficulty and an AI system that determines when task difficulty should be revealed and when not.
Yitzhak Spielberg, Amos Azaria
ICTAI2
2021 An Agent for Competing with Humans in a Deceptive Game Based on Vocal Cues
Noa Mansbach, Evgeny Hershkovitch Neiterman, Amos Azaria
Interspeech3
2020 AI for Explaining Decisions in Multi-Agent Environments
abstract
Explanation is necessary for humans to understand and accept decisions made by an AI system when the system's goal is known. It is even more important when the AI system makes decisions in multi-agent environments where the human does not know the systems' goals since they may depend on other agents' preferences. In such situations, explanations should aim to increase user satisfaction, taking into account the system's decision, the user's and the other agents' preferences, the environment settings and properties such as fairness, envy and privacy. Generating explanations that will increase user satisfaction is very challenging; to this end, we propose a new research direction: Explainable decisions in Multi-Agent Environments (xMASE). We then review the state of the art and discuss research directions towards efficient methodologies and algorithms for generating explanations that will increase users' satisfaction from AI systems' decisions in multi-agent environments.
Sarit Kraus, Amos Azaria, Jelena Fiosina, Maike Greve, Noam Hazon, Lutz M. Kolbe, Tim-Benjamin Lembcke, Jörg P. Müller, Sören Schleibaum, Mark Vollrath
AAAI2
2020 Fiction Sentence Expansion and Enhancement via Focused Objective and Novelty Curve Sampling
abstract
We describe the task of sentence expansion and enhancement, in which a sentence provided by a human is expanded in some creative way. The expansion should be understandable, believably grammatical, and highly related to the original sentence. Sentence expansion and enhancement may serve as an authoring tool, or integrate in dynamic media, conversational agents, and advertising. We implement a neural sentence expander, which is trained on sentence compressions generated from a corpus of modern fiction. We modify the objective loss function to support the task by focusing on new words, and decode at test time with controlled curve-like novelty sampling. We run the sentence expander on sentences provided by human subjects and have humans evaluate these expansions. The generation methods are shown to be comparable to, and as well liked as, subjects' original input sentences, and preferred over baselines.
Yuri Safovich, Amos Azaria
ICTAI2
2020 Learning to Conceal: A Method for Preserving Privacy and Avoiding Prejudice in Images
abstract
We introduce a learning model able to conceal personal information (e.g. gender, age, ethnicity, etc.) from an image while maintaining any additional information present in the image (e.g. smile, hair-style, brightness). Our trained model is not provided the information that it is concealing, and does not try learning it either. Namely, we created a variational autoencoder (VAE) model that is trained on a dataset including labels of the information one would like to conceal (e.g. gender, ethnicity, age). These labels are directly added to the VAE's sampled latent vector. Due to the limited number of neurons in the latent vector and its appended noise, the VAE avoids learning any relation between the given images and the given labels, as those are given directly. Therefore, the encoded image lacks any of the information one wishes to conceal. The encoding may be decoded back into an image according to any provided properties (e.g. a 40-year old woman). Our method successfully conceals the private information; a convolutional neural network trained on the concealed images cannot restore the original private information. In contrast to the private information, a user study shows that the remaining properties of the original image carry-on to the concealed image. The proposed architecture can be used as a mean for privacy preserving and can serve as an input to systems, which will become unbiased and not suffer from prejudice.
Avigail Stekel, Moshe Hanukoglu, Aviv Rovshitz, Nissan Goldberg, Amos Azaria
ICTAI5
2020 How Did You Like This Ride? An Analysis of User Preferences in Ridesharing Assignments
Sören Schleibaum, Maike Greve, Tim-Benjamin Lembcke, Amos Azaria, Jelena Fiosina, Noam Hazon, Lutz M. Kolbe, Sarit Kraus, Jörg P. Müller, Mark Vollrath
VEHITS4
2020 An agent for learning new natural language commands
Amos Azaria, Jayant Krishnamurthy, Igor Labutov, Tom M. Mitchell
Auton. Agents Multi Agent Syst.1
2020 Human satisfaction as the ultimate goal in ridesharing
Chaya Levinger, Noam Hazon, Amos Azaria
Future Gener. Comput. Syst.3
2019 Detecting Sentences that May be Harmful to Children with Special Needs
abstract
Children and adults with special needs may find it difficult to recognize danger and threats as well as socially complex situations. Thus, they are under the risk of being victims of exploitation, violence and attacks. In addition, they may find themselves unintendedly insulting their friends, relatives or caregivers. In this paper, we propose an autonomous agent to assist the special needs person (child or adult) in the goal of recognizing risky or insulting situations. The autonomous agent will detect these situations and will signal them to the user (by text, speech, or other signaling forms). We composed a dataset containing 13,490 sentences, categorized into one of four classes: a 'normal' sentence, an insulting sentence, a negative sentence about a different person, or a risky sentence that may indicate a dangerous situation for the special needs person, which requires immediate intervention. We used several machine learning methods, and we found that the most accurate methods were the random forest method with 100 estimators, a voting method using several classifiers, and a convolutional neural network (CNN) with embedding. All of these mechanisms reached an accuracy close to 70% in classifying the sentences in the test set. Finally, using an ensemble method comprising a panel of the 5 best CNN based methods, improves the accuracy of the results and the F1-score. Our results demonstrate the feasibility of building an assisting agent that will accompany the special needs children and adults, and assist them in their daily social interactions.
Merav Allouch, Amos Azaria, Rina Azoulay-Schwartz
ICTAI2
2019 Semi-Supervised Ovulation Detection Based on Multiple Properties
abstract
Despite being a well-researched problem, ovulation detection in human female remains a difficult task. Most current methods for ovulation detection rely on measurements of a single property (e.g. morning body temperature) or at most on two properties (e.g. both salivary and vaginal electrical resistance). In this paper we present a machine learning based method for detecting the day in which ovulation occurs. Our method considered measurements of five different properties. We crawled a data-set from the web and showed that our method outperforms current state-of-the-art methods for ovulation detection. Our method performs well also when considering measurements of fewer properties. We show that our method's performance can be further improved by using unlabeled data, that is, mensuration cycles without a know ovulation date. Our resulted machine learning model can be very useful for women trying to conceive that have trouble in recognizing their ovulation period, especially when some measurements are missing.
Amos Azaria, Seagal Azaria
ICTAI1
2019 Deep Reinforcement Learning for Time Optimal Velocity Control using Prior Knowledge
abstract
Autonomous navigation has recently gained great interest in the field of reinforcement learning. However, little attention was given to the time optimal velocity control problem, i.e. controlling a vehicle such that it travels at the maximal speed without becoming dynamically unstable (roll-over or sliding). Time optimal velocity control can be solved numerically using existing methods that are based on optimal control and vehicle dynamics. In this paper, we use deep reinforcement learning to generate the time optimal velocity control. Furthermore, we use the numerical solution to further improve the performance of the reinforcement learner. It is shown that the reinforcement learner outperforms the numerically derived solution, and that the hybrid approach (combining learning with the numerical solution) speeds up the training process.
Gabriel Hartmann, Zvi Shiller, Amos Azaria
ICTAI3
2019 The Concept of Criticality in Reinforcement Learning
abstract
This paper introduces a novel idea in human-aided reinforcement learning - the concept of criticality. The criticality of a state indicates how much the choice of action in that particular state influences the expected return. In order to develop an intuition for the concept, we present examples of plausible criticality functions in multiple environments. Furthermore, we formulate a practical application of criticality in reinforcement learning: the criticality-based varying stepnumber algorithm (CVS) - a flexible stepnumber algorithm that utilizes the criticality function, provided by a human, in order to avoid the problem of choosing an appropriate stepnumber in n-step algorithms such as n-step SARSA and n-step Tree Backup. We present experiments in the Atari Pong environment demonstrating that CVS is able to outperform popular learning algorithms such as Deep Q-Learning and Monte Carlo.
Yitzhak Spielberg, Amos Azaria
ICTAI2
2019 LIA: A Virtual Assistant that Can Be Taught New Commands by Speech
abstract
In the imminent future, people are likely to engage with smart devices by instructing them in natural language. A fundamental question to ask is how might intelligent agents interpret such instructions and learn new tasks. In this article we present the first speech-based virtual assistant that can be taught new commands by speech. A user study on our agent has shown that people can teach it new commands. We also show that people see great advantage in using an instructable agent, and determine what users believe are the most important use cases of such an agent.
Merav Chkroun, Amos Azaria
Int. J. Hum. Comput. Interact.2
2018 "Did I Say Something Wrong?": Towards a Safe Collaborative Chatbot
abstract
Chatbots have been a core measure of AI since Turing has presented his test for intelligence, and are also widely used for entertainment purposes. In this paper we present a platform that enables users to collaboratively teach a chatbot responses, using natural language. We present a method of collectively detecting malicious users and using the commands taught by these users to further mitigate activity of future malicious users.
Merav Chkroun, Amos Azaria
AAAI2
2018 Multi-Relational Question Answering from Narratives: Machine Reading and Reasoning in Simulated Worlds
abstract
Question Answering (QA), as a research field, has primarily focused on either knowledge bases (KBs) or free text as a source of knowledge. These two sources have historically shaped the kinds of questions that are asked over these sources, and the methods developed to answer them. In this work, we look towards a practical use-case of QA over user-instructed knowledge that uniquely combines elements of both structured QA over knowledge bases, and unstructured QA over narrative, introducing the task of multi-relational QA over personal narrative. As a first step towards this goal, we make three key contributions: (i) we generate and release TextWorldsQA, a set of five diverse datasets, where each dataset contains dynamic narrative that describes entities and relations in a simulated world, paired with variably compositional questions over that knowledge, (ii) we perform a thorough evaluation and analysis of several state-of-the-art QA models and their variants at this task, and (iii) we release a lightweight Python-based framework we call TextWorlds for easily generating arbitrary additional worlds and narrative, with the goal of allowing the community to create and share a growing collection of diverse worlds as a test-bed for this task.
Igor Labutov, Bishan Yang, Anusha Prakash 0002, Amos Azaria
ACL (1)4
2018 Goldbach's Function Approximation Using Deep Learning
abstract
Goldbach conjecture is one of the most famous open mathematical problems. It states that every even number, bigger than two, can be presented as a sum of 2 prime numbers. In this work we present a deep learning based model that predicts the number of Goldbach partitions for a given even number. Surprisingly, our model outperforms all state-of-the-art analytically derived estimations for the number of couples, while not requiring prime factorization of the given number. We believe that building a model that can accurately predict the number of couples brings us one step closer to solving one of the world most famous open problems. To the best of our knowledge, this is the first attempt to consider machine learning based data-driven methods to approximate open mathematical problems in the field of number theory, and hope that this work will encourage such attempts.
Avigail Stekel, Merav Chkroun, Amos Azaria
WI3
2017 SUGILITE: Creating Multimodal Smartphone Automation by Demonstration
abstract
SUGILITE is a new programming-by-demonstration (PBD) system that enables users to create automation on smartphones. SUGILITE uses Android's accessibility API to support automating arbitrary tasks in any Android app (or even across multiple apps). When the user gives verbal commands that SUGILITE does not know how to execute, the user can demonstrate by directly manipulating the regular apps' user interface. By leveraging the verbal instructions, the demonstrated procedures, and the apps? UI hierarchy structures, SUGILITE can automatically generalize the script from the recorded actions, so SUGILITE learns how to perform tasks with different variations and parameters from a single demonstration. Extensive error handling and context checking support forking the script when new situations are encountered, and provide robustness if the apps change their user interface. Our lab study suggests that users with little or no programming knowledge can successfully automate smartphone tasks using SUGILITE.
Toby Jia-Jun Li, Amos Azaria, Brad A. Myers
CHI2
2017 Parsing Natural Language Conversations using Contextual Cues
abstract
In this work, we focus on semantic parsing of natural language conversations. Most existing methods for semantic parsing are based on understanding the semantics of a single sentence at a time. However, understanding conversations also requires an understanding of conversational context and discourse structure across sentences. We formulate semantic parsing of conversations as a structured prediction task, incorporating structural features that model the `flow of discourse' across sequences of utterances. We create a dataset for semantic parsing of conversations, consisting of 113 real-life sequences of interactions of human users with an automated email assistant. The data contains 4759 natural language statements paired with annotated logical forms. Our approach yields significant gains in performance over traditional semantic parsing.
Amos Azaria, Tom M. Mitchell
IJCAI2
2016 Instructable Intelligent Personal Agent
abstract
Unlike traditional machine learning methods, humans often learn from natural language instruction. As users become increasingly accustomed to interacting with mobile devices using speech, their interest in instructing these devices in natural language is likely to grow. We introduce our Learning by Instruction Agent (LIA), an intelligent personal agent that users can teach to perform new action sequences to achieve new commands, using solely natural language interaction. LIA uses a CCG semantic parser to ground the semantics of each command in terms of primitive executable procedures defining sensors and effectors of the agent. Given a natural language command that LIA does not understand, it prompts the user to explain how to achieve the command through a sequence of steps, also specified in natural language. A novel lexicon induction algorithm enables LIA to generalize across taught commands, e.g., having been taught how to "forward an email to Alice," LIA can correctly interpret the command "forward this email to Bob." A user study involving email tasks demonstrates that users voluntarily teach LIA new commands, and that these taught commands significantly reduce task completion time. These results demonstrate the potential of natural language instruction as a significant, under-explored paradigm for machine learning.
Amos Azaria, Jayant Krishnamurthy, Tom M. Mitchell
AAAI1
2016 Personalized Alert Agent for Optimal User Performance
abstract
Preventive maintenance is essential for the smooth operation of any equipment. Still, people occasionally do not maintain their equipment adequately. Maintenance alert systems attempt to remind people to perform maintenance. However, most of these systems do not provide alerts at the optimal timing, and nor do they take into account the time required for maintenance or compute the optimal timing for a specific user. We model the problem of maintenance performance, assuming maintenance is time consuming. We solve the optimal policy for the user, i.e., the optimal timing for a user to perform maintenance. This optimal strategy depends on the value of user's time, and thus it may vary from user to user and may change over time. %We present a game Based on the solved optimal strategy we present a personalized maintenance agent, which, depending on the value of user's time, provides alerts to the user when she should perform maintenance. In an experiment using a spaceship computer game, we show that receiving alerts from the personalized alert agent significantly improves user performance.
Avraham Shvartzon, Amos Azaria, Sarit Kraus, Claudia V. Goldman, Joachim Meyer 0002, Omer Tsimhoni
AAAI2
2016 "Is There Anything Else I Can Help You With?" Challenges in Deploying an On-Demand Crowd-Powered Conversational Agent
abstract
Intelligent conversational assistants, such as Apple's Siri, Microsoft's Cortana, and Amazon's Echo, have quickly become a part of our digital life. However, these assistants have major limitations, which prevents users from conversing with them as they would with human dialog partners. This limits our ability to observe how users really want to interact with the underlying system. To address this problem, we developed a crowd-powered conversational assistant, Chorus, and deployed it to see how users and workers would interact together when mediated by the system. Chorus sophisticatedly converses with end users over time by recruiting workers on demand, which in turn decide what might be the best response for each user sentence. Up to the first month of our deployment, 59 users have held conversations with Chorus during 320 conversational sessions. In this paper, we present an account of Chorus' deployment, with a focus on four challenges: (i) identifying when conversations are over, (ii) malicious users and workers, (iii) on-demand recruiting, and (iv) settings in which consensus is not enough. Our observations could assist the deployment of crowd-powered conversation systems and crowd-powered systems in general.
Ting-Hao 'Kenneth' Huang, Walter S. Lasecki, Amos Azaria, Jeffrey P. Bigham
HCOMP3
2016 Recommender Systems with Personality
abstract
We believe that in the future, the most common form of recommender systems will be present in a personal assistant. We claim that such an intelligent agent must be personal, i.e., know its user's preferences and recommend relevant content, a dynamic learner, instructable, supportive and affable. We describe the current state of the art and the challenges which should be addressed in each of these agent properties and provide examples of how we expect future personal agents to convey these properties.
Amos Azaria, Jason I. Hong
RecSys1
2016 Strategic advice provision in repeated human-agent interactions
Amos Azaria, Kobi Gal, Sarit Kraus, Claudia V. Goldman
Auton. Agents Multi Agent Syst.1
2016 Autonomous agents and human cultures in the trust-revenge game
Amos Azaria, Ariella Richardson, Avi Rosenfeld
Auton. Agents Multi Agent Syst.1
2015 An Agent for Deception Detection in Discussion Based Environments
abstract
Extensive use of computerized forums and chat-rooms provides a modern venue for deception. We propose introducing an agent to assist in detecting and incriminating a deceptive participant. We designed a game, where deception in a text based discussion environment occurs. In this game several participants attempt to collectively detect a deceptive member. We compose an automated agent which participates in this game as a regular player. The goal of the agent is to detect the deceptive participant and alert other members, without raising suspicion itself. We use machine learning on the data collected from human players to design this agent. Extensive evaluation of our agent shows that it succeeds in raising the players collective success rate in catching the deceptive player.
Amos Azaria, Ariella Richardson, Sarit Kraus
CSCW1
2015 Intelligent Agent Supporting Human-Multi-Robot Team Collaboration
Ariel Rosenfeld, Noa Agmon, Oleg Maksimov, Amos Azaria, Sarit Kraus
IJCAI4
2014 Advice Provision for Choice Selection Processes with Ranked Options
abstract
Choice selection processes are a family of bilateral games of incomplete information in which a computer agent generates advice for a human user while considering the effect of the advice on the user's behavior in future interactions. The human and the agent may share certain goals, but are essentially self-interested. This paper extends selection processes to settings in which the actions available to the human are ordered and thus the user may be influenced by the advice even though he doesn't necessarily follow it exactly. In this work we also consider the case in which the user obtains some observation on the sate of the world. We propose several approaches to model human decision making in such settings. We incorporate these models into two optimization techniques for the agent advice provision strategy. In the first one the agent used a social utility approach which considered the benefits and costs for both agent and person when making suggestions. In the second approach we simplified the human model in order to allow modeling and solving the agent strategy as an MDP. In an empirical evaluation involving human users on AMT, we showed that the social utility approach significantly outperformed the MDP approach.
Amos Azaria, Kobi Gal, Claudia V. Goldman, Sarit Kraus
AAAI1
2014 Advice Provision for Energy Saving in Automobile Climate Control Systems
abstract
Reducing energy consumption of climate control systems is important in order to reduce human environmental footprint. The need to save energy becomes even greater when considering an electric car, since heavy use of the climate control system may exhaust the battery. In this paper we consider a method for an automated agent to provide advice to drivers which will motivate them to reduce the energy consumption of their climate control unit. Our approach takes into account both the energy consumption of the climate control system and the expected comfort level of the driver. We therefore build two models, one for assessing the energy consumption of the climate control system as a function of the system’s settings, and the other, models human comfort level as a function of the climate control system’s settings. Using these models, the agent provides advice to the driver considering how to set the climate control system. The agent advises settings which try to preserve a high level of comfort while consuming as little energy as possible. We empirically show that drivers equipped with our agent which provides them with advice significantly save energy as compared to drivers not equipped with our agent.
Amos Azaria, Sarit Kraus, Claudia V. Goldman, Omer Tsimhoni
AAAI1
2014 Leveraging Fee-Based, Imperfect Advisors in Human-Agent Games of Trust
abstract
This paper explores whether the addition of costly, imperfect, and exploitable advisors to Berg's investment game enhances or detracts from investor performance in both one-shot and multi-round interactions.We then leverage our findings to develop an automated investor agent that performs as well as or better than humans in these games.To gather this data, we extended Berg's game and conducted a series of experiments using Amazon's Mechanical Turk to determine how humans behave in these potentially adversarial conditions.Our results indicate that, in games of short duration, advisors do not stimulate positive behavior and are not useful in providing actionable advice.In long-term interactions, however, advisors do stimulate positive behavior with significantly increased investments and returns.By modeling human behavior across several hundred participants, we were then able to develop agent strategies that maximized return on investment and performed as well as or significantly better than humans.In one-shot games, we identified an ideal investment value that, on average, resulted in positive returns as long as advisor exploitation was not allowed.For the multi-round games, our agents relied on the corrective presence of advisors to stimulate positive returns on maximum investment.
Cody Buntain, Amos Azaria, Sarit Kraus
AAAI2
2014 Automated agents for reward determination for human work in crowdsourcing applications
Amos Azaria, Yonatan Aumann, Sarit Kraus
Auton. Agents Multi Agent Syst.1
2014 Behavioral Analysis of Insider Threat: A Survey and Bootstrapped Prediction in Imbalanced Data
abstract
The problem of insider threat is receiving increasing attention both within the computer science community as well as government and industry. This paper starts by presenting a broad, multidisciplinary survey of insider threat capturing contributions from computer scientists, psychologists, criminologists, and security practitioners. Subsequently, we present the behavioral analysis of insider threat (BAIT) framework, in which we conduct a detailed experiment involving 795 subjects on Amazon Mechanical Turk (AMT) in order to gauge the behaviors that real human subjects follow when attempting to exfiltrate data from within an organization. In the real world, the number of actual insiders found is very small, so supervised machine-learning methods encounter a challenge. Unlike past works, we develop bootstrapping algorithms that learn from highly imbalanced data, mostly unlabeled, and almost no history of user behavior from an insider threat perspective. We develop and evaluate seven algorithms using BAIT and show that they can produce a realistic (and acceptable) balance of precision and recall.
Amos Azaria, Ariella Richardson, Sarit Kraus, V. S. Subrahmanian
IEEE Trans. Comput. Soc. Syst.1
2014 Strategic Information Disclosure to People with Multiple Alternatives
abstract
In this article, we study automated agents that are designed to encourage humans to take some actions over others by strategically disclosing key pieces of information. To this end, we utilize the framework of persuasion games—a branch of game theory that deals with asymmetric interactions where one player (Sender) possesses more information about the world, but it is only the other player (Receiver) who can take an action. In particular, we use an extended persuasion model, where the Sender’s information is imperfect and the Receiver has more than two alternative actions available. We design a computational algorithm that, from the Sender’s standpoint, calculates the optimal information disclosure rule. The algorithm is parameterized by the Receiver’s decision model (i.e., what choice he will make based on the information disclosed by the Sender) and can be retuned accordingly. We then provide an extensive experimental study of the algorithm’s performance in interactions with human Receivers. First, we consider a fully rational (in the Bayesian sense) Receiver decision model and experimentally show the efficacy of the resulting Sender’s solution in a routing domain. Despite the discrepancy in the Sender’s and the Receiver’s utilities from each of the Receiver’s choices, our Sender agent successfully persuaded human Receivers to select an option more beneficial for the agent. Dropping the Receiver’s rationality assumption, we introduce a machine learning procedure that generates a more realistic human Receiver model. We then show its significant benefit to the Sender solution by repeating our routing experiment. To complete our study, we introduce a second (supply--demand) experimental domain and, by contrasting it with the routing domain, obtain general guidelines for a Sender on how to construct a Receiver model.
Amos Azaria, Zinovi Rabinovich, Claudia V. Goldman, Sarit Kraus
ACM Trans. Intell. Syst. Technol.1
2013 Advice Provision in Multiple Prospect Selection Problems
abstract
When humans face a broad spectrum of topics, where each topic consists of several options, they usually make a decision on each topic separately. Usually, a person will perform better by making a global decision, however, taking all consequences into account is extremely difficult. We present a novel computational method for advice-generation in an environment where people need to decide among multiple selection problems. This method is based on the prospect theory and uses machine learning techniques. We graphically present this advice to the users and compare it with an advice which encourages the users to always select the option with a higher expected outcome. We show that our method outperforms the expected outcome approach in terms of user happiness and satisfaction.
Amos Azaria, Sarit Kraus
AAAI1
2013 Social Rankings in Human-Computer Committees
abstract
Despite committees and elections being widespread in thereal-world, the design of agents for operating in humancomputer committees has received far less attention than thetheoretical analysis of voting strategies. We address this gapby providing an agent design that outperforms other voters ingroups comprising both people and computer agents. In oursetting participants vote by simultaneously submitting a ranking over a set of candidates and the election system uses a social welfare rule to select a ranking that minimizes disagreements with participants’ votes. We ran an extensive studyin which hundreds of people participated in repeated votingrounds with other people as well as computer agents that differed in how they employ strategic reasoning in their votingbehavior. Our results show that over time, people learn todeviate from truthful voting strategies, and use heuristics toguide their play, such as repeating their vote from the previous round. We show that a computer agent using a bestresponse voting strategy was able to outperform people in thegame. Our study has implication for agent designers, highlighting the types of strategies that enable agents to succeedin committees comprising both human and computer participants. This is the first work to study the role of computeragents in voting settings involving both human and agent participants.
Moshe Bitan, Kobi Gal, Sarit Kraus, Elad Dokow, Amos Azaria
AAAI5
2013 Analyzing the Effectiveness of Adversary Modeling in Security Games
abstract
Recent deployments of Stackelberg security games (SSG) have led to two competing approaches to handle boundedly rational human adversaries: (1) integrating models of human (adversary) decision-making into the game-theoretic algorithms, and (2) applying robust optimization techniques that avoid adversary modeling. A recent algorithm (MATCH) based on the second approach was shown to outperform the leading modeling-based algorithm even in the presence of significant amount of data. Is there then any value in using human behavior models in solving SSGs? Through extensive experiments with 547 human subjects playing 11102 games in total, we emphatically answer the question in the affirmative, while providing the following key contributions: (i) we show that our algorithm, SU-BRQR, based on a novel integration of human behavior model with the subjective utility function, significantly outperforms both MATCH and its improvements; (ii) we are the first to present experimental results with security intelligence experts, and find that even though the experts are more rational than the Amazon Turk workers, SU-BRQR still outperforms an approach assuming perfect rationality (and to a more limited extent MATCH); (iii) we show the advantage of SU-BRQR in a new, large game setting and demonstrate that sufficient data enables it to improve its performance over MATCH.
Thanh Hong Nguyen, Rong Yang 0001, Amos Azaria, Sarit Kraus, Milind Tambe
AAAI3
2013 Movie recommender system for profit maximization
abstract
Traditional recommender systems minimize prediction error with respect to users' choices. Recent studies have shown that recommender systems have a positive effect on the provider's revenue.
Amos Azaria, Avinatan Hassidim, Sarit Kraus, Adi Eshkol, Ofer Weintraub, Irit Netanely
RecSys1
2013 A system for advice provision in multiple prospectselection problems
abstract
When humans face a broad spectrum of topics, where each topic consists of several options, they usually make a decision on each topic separately. Usually, a person will perform better by making a global decision, however, taking all consequences into account is extremely difficult. We present a novel computational method for advice-generation in an environment where people need to decide among multiple selection problems. This method is based on the prospect theory and uses machine learning techniques. We graphically present this advice to the users and compare it with advice which encourages the users to always select the option with a higher expected outcome. We show that our method outperforms the expected outcome approach in terms of user and satisfaction.
Amos Azaria, Sarit Kraus, Ariella Richardson
RecSys1
2012 Automated Strategies for Determining Rewards for Human Work
abstract
We consider the problem of designing automated strategies for interactions with human subjects, where the humans must be rewarded for performing certain tasks of interest. We focus on settings where there is a single task that must be performed many times by different humans (e.g. answering a questionnaire), and the humans require a fee for performing the task. In such settings, our objective is to minimize the average cost for effectuating the completion of the task. We present two automated strategies for designing efficient agents for the problem, based on two different models of human behavior. The first, the Reservation Price Based Agent (RPBA), is based on the concept of a reservation price, and the second, the No Bargaining Agent (NBA), uses principles from behavioral science. The performance of the agents has been tested in extensive experiments with real human subjects, where NBA outperforms both RPBA and strategies developed by human experts.
Amos Azaria, Yonatan Aumann, Sarit Kraus
AAAI1
2012 Strategic Advice Provision in Repeated Human-Agent Interactions
abstract
This paper addresses the problem of automated advice provision in settings that involve repeated interactions between people and computer agents. This problem arises in many real world applications such as route selection systems and office assistants. To succeed in such settings agents must reason about how their actions in the present influence people's future actions. This work models such settings as a family of repeated bilateral games of incomplete information called ``choice selection processes'', in which players may share certain goals, but are essentially self-interested. The paper describes several possible models of human behavior that were inspired by behavioral economic theories of people's play in repeated interactions. These models were incorporated into several agent designs to repeatedly generate offers to people playing the game. These agents were evaluated in extensive empirical investigations including hundreds of subjects that interacted with computers in different choice selections processes. The results revealed that an agent that combined a hyperbolic discounting model of human behavior with a social utility function was able to outperform alternative agent designs, including an agent that approximated the optimal strategy using continuous MDPs and an agent using epsilon-greedy strategies to describe people's behavior. We show that this approach was able to generalize to new people as well as choice selection processes that were not used for training. Our results demonstrate that combining computational approaches with behavioral economics models of people in repeated interactions facilitates the design of advice provision strategies for a large class of real-world settings.
Amos Azaria, Zinovi Rabinovich, Sarit Kraus, Claudia V. Goldman, Kobi Gal
AAAI1
2012 Strategic Advice Provision in Repeated Human-Agent Interactions (Abstract)
abstract
This paper addresses the problem of automated advice provision in settings that involve repeated interactions between people and computer agents. This problem arises in many real world applications such as route selection systems and office assistants. To succeed in such settings agents must reason about how their actions in the present influence people's future actions. The paper describes several possible models of human behavior that were inspired by behavioral economic theories of people's play in repeated interactions. These models were incorporated into several agent designs to repeatedly generate offers to people playing the game. These agents were evaluated in extensive empirical investigations including hundreds of subjects that interacted with computers in different choice selections processes. The results revealed that an agent that combined a hyperbolic discounting model of human behavior with a social utility function was able to outperform alternative agent designs. We show that this approach was able to generalize to new people as well as choice selection processes that were not used for training. Our results demonstrate that combining computational approaches with behavioral economics models of people in repeated interactions facilitates the design of advice provision strategies for a large class of real-world settings.
Amos Azaria, Zinovi Rabinovich, Sarit Kraus, Claudia V. Goldman, Kobi Gal
AAAI1
2011 Strategic Information Disclosure to People with Multiple Alternatives
abstract
This paper studies how automated agents can persuade humans to behave in certain ways. The motivation behind such agent's behavior resides in the utility function that the agent's designer wants to maximize and which may be different from the user's utility function. Specifically, in the strategic settings studied, the agent provides correct yet partial information about a state of the world that is unknown to the user but relevant to his decision. Persuasion games were designed to study interactions between automated players where one player sends state information to the other to persuade it to behave in a certain way. We show that this game theory based model is not sufficient to model human-agent interactions, since people tend to deviate from the rational choice. We use machine learning to model such deviation in people from this game theory based model. The agent generates a probabilistic description of the world state that maximizes its benefit and presents it to the users. The proposed model was evaluated in an extensive empirical study involving road selection tasks that differ in length, costs and congestion. Results showed that people's behavior indeed deviated significantly from the behavior predicted by the game theory based model. Moreover, the agent developed in our model performed better than an agent that followed the behavior dictated by the game-theoretical models.
Amos Azaria, Zinovi Rabinovich, Sarit Kraus, Claudia V. Goldman
AAAI1